I'd normally not rejoin because I'm not trying to make anyone have to defend their views, but I think you wanted me to respond so I'll try to give some more comments. I'm not going to specifically respond to things that I think are just opinion. For example:
Jub wrote:There are a lot of very bland and samey abilities that cover a few archetypes but nothing that, as built, feels cool.
I think that's pretty clearly just an opinion. I found lots of very cool things working from within the system. Anyway.
Jub wrote:Hell they even made fighters cool with the BoNS release and if 4e had gone that way and left mages alone, left skills alone, and just made the least cool class amazing...
I think mages were a huge problem, and I think the skills were also a mess--these two problems often came in pairs because the people with skills were often the characters with the spells. Mages and spellcasters in general were so astoundingly versatile that they overshadowed other classes to a ridiculous degree. It's silly to say they should have "left them alone" even if the changes made pretty much thrashed them as a unique game experience. I think that's worth complaining about--fighters and other kinds of "always on" classes really benefitted from the powers system, while an enforced uniformity failed to address the uniqueness of a wizard.
But I think the wizards and spellcasters still caused so much strain on the system that it would have made more sense to find fun exceptions than to just weld them into the same framework. They were given some differences, but I think every unique archetype should feel like a unique archetype. Unique doesn't mean better, though, and that's usually what it came to.
Know that a lot of this would come down to the way the GM wanted to play things out, but it was always a chore as the levels got higher. I preferred lower-level campaigns and low-magic campaigns for this reason.
Jub wrote:Games can be about the way you put all the rules lego together, but in 4e building a character is just following a flow chart picking one ability at certain levels. No choice in where to place skill points, less freedom in multiclassing, less races, less templates, less feats, less spells. They took so much away in the sake of balance and left everybody feeling too equal. When everybody is special, no one is.
A lot of this was due to the relative newness of the setting, not a deliberate attempt to ruin the fun of people. They added in a truckload of new races, including some kind of animate... crystal... thing? There were even some rules for playing monster species. I think 4e actually had a lot more than I see most campaigns allowing.
Lego-like character construction asks a lot of players. Most people I ended up playing with do not know how to optimize a character even slightly, and the 3.5 rules for character creation asks a great deal from players who may not know how badly they're messing things up.
I also take special exception to the "when everyone is special nobody is" thing. The logical end to it is "...so some people should just not be special." That's a lousy design ethos. Now I don't disagree that not everyone needs to be good at the exact same things, or else nobody ever can feel special, but the quote is really a pretty terrible one, and feels like sour grapes from people who used to see themselves as "special" and now no better than the non-special people. I am not saying that is your motivation so don't take direct offense, I just wouldn't use that to buttress an argument.
But back to the major point, I don't think the newness of a system (ie, not having updated all old content to the new systems) should be used to say it sucks. New systems need time to have books issued for them. If you pick up a 3.5e Player Handbook and not the hundreds of other books that support it then I imagine it would feel a bit light compared to the entirety of the 4e supplement catalog. It's really not that much of a flowchart--but at least people have a variety of options who had very few before. But that's probably getting into a lot of opinion.
Jub wrote:Some examples of campaigns you can'r run in 4e. A low powered peasant game, a heroes of horror style game, a ghost walk game where one or more characters are currently dead, a dark sun game. I don't even need to do more because the cuts they made to the system run so deep that I would reach the character limit before I finished listing things you could do in 3.x that you can't do in 4e.
I'm not sure these are legitimate. Not only is there a well-reviewed Dark Sun campaign book for 4e anyway, but I don't even know how to address a "ghost walk" game or a peasant game. Commoners were basically just a non-class with the barest of support, and warriors/adepts/experts just watered down examples of what their core classes were. You could easily run one of those in 4e by just playing the game at level 1 with classes that have no Powers. That's essentially what a commoner was. Level up a commoner a few times and they become just a lousy warrior, so really, if you want to run a commoner game just let your people play level 1 classes without benefits until they get enough XP to graduate up to adventurer status.
As for Heroes of Horror, I think that's a really bad example. You could totally run a 4e horror campaign without much trouble at all. The rules for the 3.5e Heroes of Horror are available online so I invite you to look if you don't have your book handy, and the majority of the book's grist it is about setting the proper tone. That's roleplaying stuff for the DM and players. The rules are pretty light and again just reinforce the mood. Aspects like Taint make the transition just fine, and while you can't use the creatures 1:1 with the new system, an effective Heroes of Horror system relies on tone and establishing a proper horror contract between the players and DM. Half of the Heroes of Horror rulebook is just new classes and monsters with about 6 pages of new feats and like 20 pages of new rules. Most of these rules are things like fear effects (easily done in 4e) the taint system (similarly easily done) and the tainted locations (nothing that cannot be done in 4e) so i really don't see what the impediment is except that it requires a bit of effort to update the monsters or that it has a list of incompatible classes... none of which, really, are essential to running a horror campaign. Do you need to be a Dread Witch to get into the horror mood?
I understand that 4e requires a lot of adjustments, but it's a whole new system, that's kinda par for the course.
Jub wrote:Plus out of combat roles should exist. Social encounters with at least a loose framework of rules should exist. I can hear you wondering why already?
I'm actually not against out-of-combat roles, actually. My complaint with the strict framework of most D&D iterations is that it got "solved" too easily in a few ways and took the fun out of stuff. Again this is the problem with the Caster-Warrior dynamic. The first has a wealth of options both in and out of combat, and many of these options are very effective and fun. The latter comparatively sucks both in and out of combat, and has few options to boot. This is a problem that wizards has repeatedly failed to fix (even in 4e despite their intentions) and which somewhat plagues all of D&D at the core. I think the Paladin shows us a good path out of that mess, where it's a class that certainly feels suited to a player who wants to play a heroic knight, and also has (if not the intelligence) the charismatic presence necessary to have a legitimate (and thematically appropriate) out of combat role. Why the fighter continues to exist at all is kind baffling. Either he should get a heavier wisdom focus (4e somewhat did this depending on build) to become a 'straight-shooting soldier' type of character or they should just make them all barbarians.
Rogues, bizarrely, have a similar problem. They're skill monkeys but a lot of their usefulness gets sidelined too easily by a variety of pretty common situations. Without prestige classes being added into the mix they and monks share a really weird spot that needs the GM to offer up situations where they can actually put their skills to use. Otherwise a wizard is going to be able to pull off some similar things.
Jub wrote:The wallflower might really like the social aspect of the game as an escape even if he's not good at RPing it and having dice roles to go off of can help that kind of player to get better at it. Stop being such a free form elitist and consider the fact that rules were put into non-combat sections of the game for a reason and weren't cut to help the free form RPers anyway.
Were they cut as an assault on the wallflowers or something? I think the rules were cut because a majority of them were redundant and unnecessary. It wasn't to help one faction or another, I think their removal helps the GM best of all.
If the Wallflower wants to seduce the shopkeeper but cannot come up with a line cheesy enough to get a laugh and nod of approval from the GM then the same system still applies: throw your dice, match your diplomacy or bluff or whatever is most relevant at the moment, and see the result. Stripping out a bunch of the clutter from that simple, simple system does not in any way diminish the ability for a group to run social encounters in a fun and interesting way. But because the fluidity of all the non-combat role playing elements is so much greater it really does no good trying to simulate all those encounters with a battery of unnecessary cludge. It doesn't help anyone to have a million skills when a smaller number does the same thing anyway. If someone is playing a "smooth talking" character then it makes sense to them, and the group, and probably to the GM, for them to be able to schmooze the shopkeeper. But if they are lacking the right skill or they just botch a roll it probably feels kinda awkward and annoying to the group. This is the power of the GM--to say "okay, you do this" and ignore the need for those rolls, but I think the lack of all those rules freed people from looking at them.
It's similar to some of the things I'm facing in that Boardgame thread you commented on. If I call a Gem a "victory point" everyone will pay attention to it. If I just call it a Gem they'll try to judge worth and not care as much. Labels, and rules, matter. Now if a 6th Ed comes out and includes sections labeled "What If..." and give optional rules for things like social encounters where they are handled like verbal fencing with a lot of mental positioning and dice rolls and whatnot then I say that's absolutely awesome and give them kudos. But just dragging the legacy mechanics of 3.5e along for the ride doesn't do anyone a bit of good on the social front. At best they offered a framework that was optional and often ignored by most of the GMs I knew because they were unnecessary or handicapped clever and interested players from playing along... and at worst they absolutely straight-jacketed groups the same way a to-hit roll can turn simple encounters into a farce.
But I still respect your opinion that 4e was a trainwreck--lots of people think that way. I think it's too bad that people got so angry, but that's the way things go. It wasn't the right direction anyway, but I do hope it helped move the system away from some of the old bad habits.